Fixed the map view on the left so it shows the correct visible squares.

master
Zed A. Shaw 3 days ago
parent ec332a3e2d
commit bf77723f70
  1. 42
      raycaster.cpp

@ -69,6 +69,28 @@ void draw_line(sf::RenderWindow &window, sf::Vector2f start, sf::Vector2f end) {
window.draw(line, 2, sf::Lines); window.draw(line, 2, sf::Lines);
} }
void draw_map_rays(sf::RenderWindow &window, int col, int row, sf::Vector2f target) {
draw_map_rect(window, col, row, 100);
draw_line(window, {player_x, player_y}, target);
}
void draw_3d_view(sf::RenderWindow &window, int depth, float start_angle, int ray) {
uint8_t color = 255 / (1 + depth * depth * 0.0001);
float fixed_depth = depth * std::cos(player_angle - start_angle);
float wall_height = 21000 / fixed_depth;
if(wall_height > SCREEN_HEIGHT){
wall_height = SCREEN_HEIGHT;
}
draw_rect(window,
{SCREEN_HEIGHT + ray * SCALE, (SCREEN_HEIGHT / 2) - wall_height / 2},
{SCALE, wall_height},
color);
}
void ray_casting(sf::RenderWindow &window, Matrix& map) { void ray_casting(sf::RenderWindow &window, Matrix& map) {
float start_angle = player_angle - HALF_FOV; float start_angle = player_angle - HALF_FOV;
@ -82,24 +104,8 @@ void ray_casting(sf::RenderWindow &window, Matrix& map) {
int row = int(target_y / TILE_SIZE); int row = int(target_y / TILE_SIZE);
if(map[row][col] == 1) { if(map[row][col] == 1) {
draw_map_rect(window, col & TILE_SIZE, row * TILE_SIZE, 100); draw_map_rays(window, col, row, {target_x, target_y});
draw_3d_view(window, depth, start_angle, ray);
draw_line(window, {player_x, player_y}, {target_x, target_y});
uint8_t color = 255 / (1 + depth * depth * 0.0001);
float fixed_depth = depth * std::cos(player_angle - start_angle);
float wall_height = 21000 / fixed_depth;
if(wall_height > SCREEN_HEIGHT){
wall_height = SCREEN_HEIGHT;
}
draw_rect(window,
{SCREEN_HEIGHT + ray * SCALE, (SCREEN_HEIGHT / 2) - wall_height / 2},
{SCALE, wall_height},
color);
break; break;
} }
} }

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